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完整後設資料紀錄
DC 欄位 | 值 | 語言 |
---|---|---|
dc.contributor.advisor | 楊植勝 | |
dc.contributor.author | Chun-Yu Lin | en |
dc.contributor.author | 林俊宇 | zh_TW |
dc.date.accessioned | 2021-05-12T09:37:06Z | - |
dc.date.available | 2018-08-18 | |
dc.date.available | 2021-05-12T09:37:06Z | - |
dc.date.copyright | 2018-08-18 | |
dc.date.issued | 2018 | |
dc.date.submitted | 2018-08-16 | |
dc.identifier.citation | I. 外文部分
一、專書 Cogburn, Jon and Silcox, Mark, Philosophy Through Video Games. New York: Routledge, 2009. Cazeaux, Clive (ed), The Continental Aesthetics Reader. New York: Routledge, 2000. Crowther, Paul, Phenomenology of The Visual Arts (even the frame). Stanford, CA: Stanford University Press, 1997. Dewey, John, Art as Experience. New York: Penguin, 1934. Dickie, George, Introduction to Aesthetics: An Analytical Approach. New York: Oxford University Press, 1997. Flanagan, Mary and Nissenbaum, Helen, Values at Play in Digital Games. Cambridge, MA: MIT Press, 2014. Herwitz, Daniel, Aesthetics: Key Concepts in Philosophy. New York: Continuum, 2008. Horkheimer, Max and Adorno, Theodor W., Jephcott, Edmund (trans.), Noerr, Gunzelin S. (ed.), Dialectic of Enlightenment : Philosophical Fragments, Standford, CA: Standford University Press, 2002. Janaway, Christopher, Reading Aesthetics And Philosophy of Art. Oxford: Blackwell, 2006. Lehrer, Keith, Art, Self & Knowledge. New York: Oxford University Press, 2002. Kania, Marta M., Perspectives of The Avatar: Sketching the Existential Aesthetics of Digital Games. Wroclaw: University of Lower Silesia Press, 2017. Robson, Jon and Tavinor, Grant (ed.), The Aesthetics of Videogames. New York: Routledge, 2018. Sharp, John, Works of Game: On The Aesthetics of Games and Art. Cambridge, MA: MIT Press, 2015. Tavinor, Grant, The Art of Videogames. West Sussex: Wiley-Blackwell, 2009. Upton, Brian, The Aesthetic of Play. Cambridge, MA: MIT Press, 2015. 二、期刊論文 Meyers, David, “A Reply to Rough,” in Discussion Note of Journal of the Philosophy of Games, Online First Issue, 2017. Newman, James, “Playing the system: Videogames/ players/ characters,” Danesi, Marcel (ed.), Semiotica 173–1/4 Walter de Gruyter: Ontario, 2009: 509–524. Rough, Brock, “The Incompatibility of Games and Artworks,” Journal of the Philosophy of Games, Online First Issue, 2017. Ridge, Michael, “The Compatibility of Games and Artworks,” Journal of the Philosophy of Games, Online First Issue, 2017. Smuts, Aaron, “Are Video Games Art?” Contemporary Aesthetics 2, 2005. --- “Video Games and the Philosophy of Art,” American Society for Aesthetics Newsletter, 2005. II. 中文部分 一、專書 史鐵凡・休維爾(Stéphane Chauvier),蘇威任譯,《什麼是遊戲?》,台北:開學文化,2016。 泰瑞・伊格頓(Terry Eagleton),方佳俊譯,《生命的意義是爵士樂團》,台北:商周出版社,2009。 達達基茲(Władysław Tatarkiewicz),劉文潭譯,《西洋六大美學理念史》,台北:聯經出版社,1989。 二、期刊、論文集論文 林大維、吳佩樺,〈互動藝術脈絡與其美學之研究〉,《藝術學報》第 87期(2010):31-54。 ---〈三維電玩藝術性與其互動美學之研究〉,《高雄師大學報(人文藝術類)》第28期(2010):113-140。 朱元鴻,〈文化工業—因繁榮而即將作廢的類概念〉,張苙雲主編,《台灣產業研究MOOK3—文化產業:文化生產的結構分析》,台北:遠流出版社 (2000):11-45。 曾鈺涓,〈電玩成為藝術形式的可能性〉,《中外文學》第34卷第3期 (2005):65-84。 劉乃嘉,〈電玩遊戲是否能成為藝術—從反面意見再反思〉,《幻境與實相:電子遊戲的理路與內涵》,新竹:國立交通大學(2015):36-58。 龔卓軍,〈身體與科技體現之間:媒體藝術的現象學〉,《視覺藝術》第 7期 (2004):93-120。 三、博碩士學位論文 黃薏文,〈Cosplay 的價值建構〉,北京:北京大學新聞與傳播學院博士學位論文,2016。 黃詩涵,〈論高達美藝術哲學的模仿論〉,台北:國立臺灣大學哲學研究所碩士學位論文,2015。 簡妤安,〈高達美論藝術與模仿〉,台北:國立臺灣大學哲學研究所碩士學位論文,2017。 | |
dc.identifier.uri | http://tdr.lib.ntu.edu.tw/handle/123456789/1357 | - |
dc.description.abstract | 本文以當代的角色扮演電玩為主題,旨在說明當代的角色扮演電玩,在資本主義時代貶抑人文精神的脈絡下,如何以作為一種藝術媒介的方式,揭露出人類精神與想望的負隅頑抗。本文首先從文化工業的概念入手,說明資本主義如何以文化的大量複製操控市場攫取資本。在電玩的情況,許多論者以電玩作為商品或娛樂的應用為由,否定電玩作為藝術的可能。然而,電玩,尤指角色扮演電玩,從自身的內容出發,可以開展出作為藝術的可能性。接著,藉由批判遊戲的本質主義式分析,本文說明遊戲與藝術的不相容性分析如何無法成立。由此指出遊戲的本質主義式分析,如何限縮了遊戲的概念,並且使之無法相容於藝術的領域。最後,透過本文對於藝術媒介的分析,闡述當代角色扮演電玩的元素與結構,如何作為不同意義之下的藝術媒介。 | zh_TW |
dc.description.abstract | This thesis is about contemporary role-playing digital games. It aims to illustrate, in the era of capitalism where the humanistic spirit has been tremendously undermined, how contemporary role-playing digital games, as an artistic medium, resist for the human spirit and aspiration. First of all, this thesis begins with the concept of ‘culture industry’, which shows how capitalism manipulates the market to extract capital by treating culture as an industry, i.e. the mass production of culture. In the case of digital games, many commentators from the game industry, with the view of digital games as a commodity, have denied the possibility of digital games being a kind of art. However, digital games, especially the role-playing type, can demonstrate this possibility just through their own content. Second, by criticizing the formal analysis of game essentialism, this thesis shows how incompatibility analysis of game and art cannot be established. From this point of view, this thesis shows how game essentialism limits the concept of the game, and making games incompatible with artworks. Finally, through the analysis of the artistic medium and elaborating on the element and structure of the contemporary role- playing digital game, this thesis shows how it serves as an artistic medium under different meanings. | en |
dc.description.provenance | Made available in DSpace on 2021-05-12T09:37:06Z (GMT). No. of bitstreams: 1 ntu-107-R03124018-1.pdf: 1315597 bytes, checksum: d44d3e81fcf83566414b766ca5d6150b (MD5) Previous issue date: 2018 | en |
dc.description.tableofcontents | 中文摘要.............................................ii
英文摘要............................................iii 導論.................................................1 第一章 資本主義時代下的媒介特性..........................8 1.1 資本主義與文化工業.................................8 1.2 電玩作為娛樂商品還是藝術?..........................12 第二章 電玩的藝術性...................................32 2.1 電玩作為藝術的可能元素.............................33 2.2 當代的想望與角色扮演電玩...........................49 第三章 遊戲與藝術的形式分析............................55 3.1 遊戲與藝術作品在形式上的不相容......................55 3.2 遊戲與藝術的相容條件..............................62 第四章 當代角色扮演電玩作為藝術媒介.....................71 4.1 角色扮演電玩的目的................................71 4.2 藝術媒介的意義...................................81 結論...............................................84 參考書目............................................88 | |
dc.language.iso | zh-TW | |
dc.title | 論當代角色扮演電玩作為藝術媒介 | zh_TW |
dc.title | On Contemporary Role-Playing Digital Games as an Artistic Medium | en |
dc.type | Thesis | |
dc.date.schoolyear | 106-2 | |
dc.description.degree | 碩士 | |
dc.contributor.oralexamcommittee | 賀瑞麟,蔡偉鼎 | |
dc.subject.keyword | 角色扮演,電玩,藝術,媒介, | zh_TW |
dc.subject.keyword | Role-Playing,Video/Digital game,Art,Medium, | en |
dc.relation.page | 90 | |
dc.identifier.doi | 10.6342/NTU201803742 | |
dc.rights.note | 同意授權(全球公開) | |
dc.date.accepted | 2018-08-16 | |
dc.contributor.author-college | 文學院 | zh_TW |
dc.contributor.author-dept | 哲學研究所 | zh_TW |
顯示於系所單位: | 哲學系 |
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